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Patch 13 Discussion - Page 56

Forum Index > SC2 General
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Prev 1 54 55 56 57 58 92 Next
Failsafe
Profile Blog Joined July 2006
United States1298 Posts
May 21 2010 18:23 GMT
#1101
this is a great patch. i have no idea what everyone's bitching about. "oh fucking my the void ray has one less range. my aerial super unit can go on exactly as before except it has to be slightly closer." if nothing else you can hope that this will focus more attention on the viking's insanely long air-to-air range

what's the other protoss issue? ultralisks can walk through force fields, heaven forbid. or maybe people are concerned that we'll see more thor drops as a means of dispelling force fields because you know thors sure as hell aren't gonna be usain bolting around the map to crush the fucking things

the terran infantry change is fine. combat shields definitely shouldn't have been 150/150 to begin with and neither should stim. frankly if you're losing to all terran infantry or really even struggling with it on the regular then whether the upgrade costs 150/150 or 100/100 is not gonna make any difference.

about the ultralisk - who the fuck knows what's happening there. this is the one change that makes zero sense. i can only assume that this whole ultralisk phase is a big joke on all of us beta testers. i guess if you're a zerg and you weren't building ultralisks before this patch you can go on not building them.
MrBitter: Phoenixes... They're like flying hellions. Always cost efficient.
jamesr12
Profile Blog Joined April 2010
United States1549 Posts
May 21 2010 18:23 GMT
#1102
On May 22 2010 03:13 raybasto wrote:
Show nested quote +
HuskyStarcraft Quote:
http://forums.battle.net/thread.html?topicId=25026562839&sid=5000
Idra likes to complain alot. he is a moron with bad manners.

Someone just needs to knock the lights out of that guy.


Lol @ Husky. He's mad that Idra beat his favorite SC player Nony in his own tournament. Did you hear him during the Nony Moodglade matches?



you realize thats not husky right, the id is wrong and this is one of the many problems with idenfifers, the best thin patch 13 is doing is getting rid of these
http://www.teamliquid.net/forum/viewmessage.php?topic_id=306479
DooMDash
Profile Joined May 2010
United States1015 Posts
May 21 2010 18:24 GMT
#1103
That is not husky. Since I post there I've seen many of that guys post and he is way too much of an asshole to be husky.
S1 3500+ Master T. S2 1600+ Master T.
warped_in
Profile Joined May 2010
United States6 Posts
May 21 2010 18:25 GMT
#1104
Terrans do just fine how they are right now. They have a counter to the void ray rush before the range decrease. Just a lot of terrans didnt like having to open that way but that is no differnt from terrans going early reapers. Force field still needs to b played around with imo, this just might do it. The right person can win games just by using force field and a spell that early n the game should not b able to do so. Zerg needed to have something done with the ultra and a lil more variety n their game. Ultras n bw were giant killing meatshields. Not only did they soak up damage but could destroy while doing so. Maybe with the change of the infested terran going to the overseer and a few more spells being added will give zerg a lil more vareity. Give blizz some time and they will get SC2 right, dont forget how long it took BW to get where it is
Some need not to forget that this is still a game
Puosu
Profile Blog Joined April 2007
6985 Posts
May 21 2010 18:25 GMT
#1105
On May 22 2010 03:22 Redder wrote:
I think Husky's real ID is HuskyTheHusky, could be wrong though.

Seeing how terrible Husky is at the game from his shoutcasts It'd be extremely egotistical to say that by him. IdrA is biased towards making SC2 a good e-sports so he can make money off it, surely he isn't just pulling shit out of his ass because he feels like doing so.
Cheezy
Profile Joined May 2009
Sweden112 Posts
Last Edited: 2010-05-21 18:26:33
May 21 2010 18:26 GMT
#1106
I'm very concerned about the Void Ray nerf. 1 range difference may not seem huge but they now have the same range as Marines.Can you even harass marines with Void Rays now? Is opening Void Ray even viable anymore?
roemy
Profile Joined April 2010
Germany432 Posts
May 21 2010 18:26 GMT
#1107
wow... somebody wih proper frapsing skills plz do an archon vs ultralisk comparison

... and/or 50archons vs 33 ultras
rock is fine.. paper could need a buff, but scissors have to be nerfed
roemy
Profile Joined April 2010
Germany432 Posts
Last Edited: 2010-05-21 18:28:26
May 21 2010 18:27 GMT
#1108
On May 22 2010 03:26 Cheezy wrote:
I'm very concerned about the Void Ray nerf. 1 range difference may not seem huge but they now have the same range as Marines.Can you even harass marines with Void Rays now? Is opening Void Ray even viable anymore?

rines have 5 unless in a bunker

and then there's the 2 additional range ion the void ray once the beam is shooting the target, in case it's trying to move away
rock is fine.. paper could need a buff, but scissors have to be nerfed
DooMDash
Profile Joined May 2010
United States1015 Posts
May 21 2010 18:28 GMT
#1109
On May 22 2010 03:26 Cheezy wrote:
I'm very concerned about the Void Ray nerf. 1 range difference may not seem huge but they now have the same range as Marines.Can you even harass marines with Void Rays now? Is opening Void Ray even viable anymore?

This is exactly why voids are so good. As the other guy said Voids had 2 range on marines.. making marines in bunkers not even able to hit them. This 6 is a good medium.
S1 3500+ Master T. S2 1600+ Master T.
teekesselchen
Profile Blog Joined April 2010
Germany886 Posts
Last Edited: 2010-05-21 18:30:24
May 21 2010 18:29 GMT
#1110
On May 22 2010 03:26 Cheezy wrote:
I'm very concerned about the Void Ray nerf. 1 range difference may not seem huge but they now have the same range as Marines.Can you even harass marines with Void Rays now? Is opening Void Ray even viable anymore?

They do not have the same range
They have 6 range compared to 5.
After they start shooting, they will continue shooting until they run out of range 9.
They still fly while marines do not.
They still deal incredible damage once charged.
Now they cannot kill bunkers while beeing out of range for it.

It only will become harder for protoss and less difficult for Terran, especially due to stimpak and combat shield beeing efficiently available earlier in the game. Il'd say that this shift in difficulty is not too bad. It's nothing wrong with it when you have to put more effort into beeing agressive than into beeing defensive.
When they were introduced, he made a witticism, hoping to be liked. She laughed extremely hard, hoping to be liked. Then each drove home alone, staring straight ahead, with the very same twist to their faces.
Three
Profile Joined April 2010
Japan278 Posts
May 21 2010 18:30 GMT
#1111
On May 22 2010 03:23 Failsafe wrote:
this is a great patch. i have no idea what everyone's bitching about. "oh fucking my the void ray has one less range. my aerial super unit can go on exactly as before except it has to be slightly closer." if nothing else you can hope that this will focus more attention on the viking's insanely long air-to-air range

what's the other protoss issue? ultralisks can walk through force fields, heaven forbid. or maybe people are concerned that we'll see more thor drops as a means of dispelling force fields because you know thors sure as hell aren't gonna be usain bolting around the map to crush the fucking things

the terran infantry change is fine. combat shields definitely shouldn't have been 150/150 to begin with and neither should stim. frankly if you're losing to all terran infantry or really even struggling with it on the regular then whether the upgrade costs 150/150 or 100/100 is not gonna make any difference.

about the ultralisk - who the fuck knows what's happening there. this is the one change that makes zero sense. i can only assume that this whole ultralisk phase is a big joke on all of us beta testers. i guess if you're a zerg and you weren't building ultralisks before this patch you can go on not building them.


People are bitching because pros GENERALLY agreed that terran was overpowered with patch 12, and blizzard buffed them in patch 13.
MasterAsia
Profile Joined November 2009
United States170 Posts
May 21 2010 18:30 GMT
#1112
On May 22 2010 03:23 Failsafe wrote:
this is a great patch. i have no idea what everyone's bitching about. "oh fucking my the void ray has one less range. my aerial super unit can go on exactly as before except it has to be slightly closer." if nothing else you can hope that this will focus more attention on the viking's insanely long air-to-air range

what's the other protoss issue? ultralisks can walk through force fields, heaven forbid. or maybe people are concerned that we'll see more thor drops as a means of dispelling force fields because you know thors sure as hell aren't gonna be usain bolting around the map to crush the fucking things

the terran infantry change is fine. combat shields definitely shouldn't have been 150/150 to begin with and neither should stim. frankly if you're losing to all terran infantry or really even struggling with it on the regular then whether the upgrade costs 150/150 or 100/100 is not gonna make any difference.

about the ultralisk - who the fuck knows what's happening there. this is the one change that makes zero sense. i can only assume that this whole ultralisk phase is a big joke on all of us beta testers. i guess if you're a zerg and you weren't building ultralisks before this patch you can go on not building them.


I keep talking about ultralisk. The reason is that I am probably the person who play ultralisks the most in the US server. I have a ZvT build totally based on ultralisks, and I used it to play A LOT against most top terrans in the US server (like I won 2 games against Moo with ultralisks in ITL and I think I won more than 10 games against 2200+ plat terrans with this build). So I am probably the best person to talk about ultralisks.

Ultralisks are decent in the previous patch in my opinion. If the blizzard people wants to make ultralisks more useful, they can either lower the tech cost or give them even more hp / less DPS, but they did the opposite way. Now they are not good against anything. My ultralisk build is dead. Thank you blizzard you killed the only person who loves ultralisks.
teekesselchen
Profile Blog Joined April 2010
Germany886 Posts
Last Edited: 2010-05-21 18:32:20
May 21 2010 18:31 GMT
#1113
On May 22 2010 03:30 Three wrote:
People are bitching because pros GENERALLY agreed that terran was overpowered with patch 12, and blizzard buffed them in patch 13.


So they did with Protoss > Terran until Terran shifted their tactics. Now it is protoss' turn. Zerg have a bunch of big changes now, also didn't play for long against terran tank heavy mech yet which obviously is their current problem.
When they were introduced, he made a witticism, hoping to be liked. She laughed extremely hard, hoping to be liked. Then each drove home alone, staring straight ahead, with the very same twist to their faces.
Ighox
Profile Joined July 2009
Norway580 Posts
May 21 2010 18:31 GMT
#1114
On May 22 2010 03:23 Failsafe wrote:

about the ultralisk - who the fuck knows what's happening there. this is the one change that makes zero sense. i can only assume that this whole ultralisk phase is a big joke on all of us beta testers. i guess if you're a zerg and you weren't building ultralisks before this patch you can go on not building them.

The thing about the ultralisk change that I think is awesome is that it can DESTROY forcefields and I assume that means destroy and not just "walk over" like half this thread seem to think.
Hell, I MIGHT even go just one ultra and micro it to clear forcefields and then even later on incorporate more ultras into my army.
I don't really think this patch will help ultralisks that much, but whining about it before even trying it out and considering all the options is just retarded.
zomgzergrush
Profile Joined August 2008
United States923 Posts
May 21 2010 18:34 GMT
#1115
If they're keeping ultras the way they are, frenzy better damn well negate armor bonus damage in future patches.
Bronze skipping straight to Diamond in 40 games retail release. Bnet 2.0 ladder really takes it's sweet time to think about that league placement.
Champi
Profile Joined March 2010
1422 Posts
May 21 2010 18:34 GMT
#1116
this is a terrible patch =/
-Valor-
Profile Blog Joined April 2010
United States283 Posts
May 21 2010 18:35 GMT
#1117
On May 21 2010 12:15 -orb- wrote:
This is the worst patch I've ever seen in my entire life by far

DEAR FUCKING GOD ARE YOU SERIUOS

This is the exact sentence I was thinking. Come on! As a protoss player, I think this patch was a bit too biased against toss.
Apolo
Profile Joined May 2010
Portugal1259 Posts
May 21 2010 18:37 GMT
#1118
Husky has already said that whenever you see someone named "husky" insulting someone, it's not him, cause he's not that kind of person to go trolling around in forums. And tbh, that nickname is husky.huskystartcra. I don't know if the forum cuts the nick short, or if the person made that on purpose.
NATO
Profile Joined April 2010
United States459 Posts
May 21 2010 18:37 GMT
#1119
On May 22 2010 02:45 SnakeChomp wrote:
Show nested quote +
On May 22 2010 02:41 Two_DoWn wrote:
A full tech switch would be required to build up enough armor pen to take down a full ultra, and the new frenzy spell lets ultras get in past marauder fire.


I am amazed at how many people consistently make this mistake. Marauders cannot slow Ultralisks because Concussive shells cannot affect massive units. Frenzy changes nothing in ZvT; the Ultra will still die immediately when attempting to attack mass marauder and it is therefore still a worthless unit.


As stated in Blizzard's patch discussions, this is supposed to counter Thor's ability to immobilize Ultras. There was no mention of marauders. So yes, this does change ZvT.
roemy
Profile Joined April 2010
Germany432 Posts
May 21 2010 18:38 GMT
#1120
On May 22 2010 03:29 teekesselchen wrote:
Show nested quote +
On May 22 2010 03:26 Cheezy wrote:
I'm very concerned about the Void Ray nerf. 1 range difference may not seem huge but they now have the same range as Marines.Can you even harass marines with Void Rays now? Is opening Void Ray even viable anymore?

They do not have the same range
They have 6 range compared to 5.
After they start shooting, they will continue shooting until they run out of range 9.
They still fly while marines do not.
They still deal incredible damage once charged.
Now they cannot kill bunkers while beeing out of range for it.

It only will become harder for protoss and less difficult for Terran, especially due to stimpak and combat shield beeing efficiently available earlier in the game. Il'd say that this shift in difficulty is not too bad. It's nothing wrong with it when you have to put more effort into beeing agressive than into beeing defensive.

not sure the extra range remains to be 9.
in the MPQ, this thing had a value of 2. with it being added, i suspect we'll automatically be looking at 8 then
rock is fine.. paper could need a buff, but scissors have to be nerfed
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